Hi Alejandro,

i think, the package-info in the first line of the sources is wrong
( package jittertest; )
try remove it and recompile, i think it should work then

 -emanuel

> After compiling, this is the exception I get when I run your code:
>
> Exception in thread "main" java.lang.NoClassDefFoundError: testJitter
> (wrong
> name: jittertest/testJitter)
>         at java.lang.ClassLoader.defineClass0(Native Method)
>         at java.lang.ClassLoader.defineClass(Unknown Source)
>         at java.security.SecureClassLoader.defineClass(Unknown Source)
>         at java.net.URLClassLoader.defineClass(Unknown Source)
>         at java.net.URLClassLoader.access$100(Unknown Source)
>         at java.net.URLClassLoader$1.run(Unknown Source)
>         at java.security.AccessController.doPrivileged(Native Method)
>         at java.net.URLClassLoader.findClass(Unknown Source)
>         at java.lang.ClassLoader.loadClass(Unknown Source)
>         at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
>         at java.lang.ClassLoader.loadClass(Unknown Source)
>         at java.lang.ClassLoader.loadClassInternal(Unknown Source)
>
> Why is it happening?
>
> Alejandro
>
> > -----Original Message-----
> > From: Discussion list for Java 3D API
> > [mailto:[EMAIL PROTECTED]]On Behalf Of Emanuel Brzostowski
> > Sent: Friday, November 15, 2002 9:23 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] no Sync when using Behavior processStimulus (some
> > code
> >
> >
> > Hi
> >
> > I see my argumentation was a bit short-sighted.
> > The samplecode is in the attachment, hope this helps.
> >
> > > You might be able to use the Background node as a workaround
> > Maybe for this case i used in my sample (Stars in the
> > Background), but there
> > are other things in my application, which can't be done this way,
> > so leading
> > me to the same problems.
> > I already thought about using locales too, and i surely will have to use
> > them, when i start to model bigger parts of the cosmos.
> >
> > - emanuel
> >
> > > > Date:         Fri, 15 Nov 2002 14:21:18 +0100
> > > > From: Emanuel Brzostowski <[EMAIL PROTECTED]>
> > > >
> > > > > Moving both viewplatform and object by similar transform
> > will degrade
> > > > > quality. You should try to keep all objects as close to center as
> > > > > possible - within 100000 units let say.
> > > >
> > > > Exatly this is the point! The only transform i apply is a transform
> to
> > > the
> > > > viewplatform:
> > > >    viewTransform.mul(moveTrans);
> > > >
> > > > If we talk about precision, this is the only point, where
> > precision may
> > > play
> > > > a role. The multiplication is only numeric, so errors will
> > surely occur
> > > and
> > > > accumulate over time.  BUT after this, i do no more transformations,
> i
> > > just
> > > > take the translational part out of the viewtransform (-matrix) and
> > > rebuild my
> > > > objecttransform:
> > > >   viewTransform.get(viewTranslation);
> > > >   StarsTransform.setTranslation(viewTranslation);
> > > >   StarsTransformGroup.setTransform(StarsTransform);
> > > >   viewTransformGroup.setTransform(viewTransform);
> > > >
> > > > So in turn i should have two transforms with should be equal (at
> least
> > > in the
> > > > translational parts).  (In fact i tested it, objecttransform and
> > > > viewtransform ARE equal the whole time in my testcase.)  So even if
> > > java3d
> > > > would use integers internally, after all the transforms are
> > the same ;)
> > >
> > > Because this is a scenegraph, the view transform has to be inverted
> and
> > > multiplied with the object transform to get the transform from object
> > > coordinates to view platform coordinates (and from there to eye
> > > coordinates and
> > > projection/clipping coordinates).  But since the view and object
> > > transforms are
> > > just translations, Java 3D should recognize that all it needs to do is
> > > subtract
> > > the translation components.
> > >
> > > Bottom line, we can't tell from the code snippets and description you
> > > provided
> > > whether this a user error, a problem with scene graph update
> > > synchronization, a
> > > transform problem, or some inherent precision limitation.  Send
> > us a small
> > > but
> > > complete test application that reproduces the problem and we'll
> > be able to
> > > investigate further.
> > >
> > > You might be able to use the Background node as a workaround -- it was
> > > designed
> > > to eliminate translation effects, rendering the Background geometry
> "at
> > > infinity".  And as you noted, the problem is only with large
> > distances, so
> > > you
> > > might consider keeping your objects closer to the origin, or
> investigate
> > > the
> > > use of multiple Locales with different origins in high-resolution
> > > coordinates.
> > >
> > > -- Mark Hood
> > >
> > >
> > ==================================================================
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> > > body
> > > of the message "signoff JAVA3D-INTEREST".  For general help,
> > send email to
> > > [EMAIL PROTECTED] and include in the body of the message "help".
> > >
> >
> > --
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>
>

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